17.1 SEED PLANTING RELAY
Following a line, or rope on the ground, and by walking heel to toe,
each team member must stop (about every 3 feet and drop a seed in a
small mouthed jar set near the line. When he reaches the end, he runs
back and taps the next boy on the team.
17.2 POTATO RACE
Two teams. Give each starting player a fork and a potato. He tosses
the potato into the air and catches it on the fork, takes it off and
hands them to the next player. First team through wins.
17.3 CONE RACE
String paper cones on cords stretched between chairs, or posts. Each
team member blows cone to the end of the cord, brings it back; next
boy does the same. First team finished wins.
17.4 DRIVING THE PIG
Two teams; each team has a 3" long stick and a 1/2 gallon milk bottle
(add a little water to the bottles). The players use the stick to push
the bottle (pig) to the fair.
17.5 TOWEL ROLL ROLL
Using a broomstick and a paper towel cardboard tube, each team member
uses the stick to roll the tube to one end of the room and them back.
He then hands the broomstick to the next boy. (I have seen this one
done -- it's harder than it sounds!)
17.6 TURKEY FEATHER RELAY
Divide into relay teams. First player holds a long turkey feather. At
the word "Go" each throws his feather, javelin style, toward the
finish line. As soon as it comes to earth, he picks it up and throws
it again, and continues until across the finish line. He then picks it
up and runs back to his team to give the feather to the next player.
17.7 CANDLE AND STRAW RELAY RACE
You will need:
* 1 candle and a box of matches per team and 1 drinking
* straw per team member
Each team member is given a straw. They have to race to the opposite
end of the hall where their candle and box of matches is located. They
must light the candle and then blow it out by blowing the flame
through the straw. This can also be played in subdued lighting.
17.8 CHECKER RELAY
You will need:
* 6 wooden checkers playing pieces per patrol
* We often get these given to us at rummage sales
Scouts race up and down the hall in relay fashion, with a pile of 6
checkers balanced on the back of one hand. They are not allowed to
steady the pile with the other hand. The only time they can touch the
checkers with the other hand, is either when they have dropped them
and are picking them up, or when they are transferring the checkers to
another scout in their team.
17.9 CUBS ACROSS THE RIVER
You will need:
* 4 card or carpet tile stepping stones
* three awkward pieces of equipment such as a rucksack, a football
and a hoop, for each six
Line up sixes with their equipment and draw two lines to represent the
river. Lay the stepping stones across the river. Cub 1 carries cub 2
on his back across the river using the stepping stones. Cub 2 comes
back and picks up cub 3 plus a piece of equipment. Cub 3 comes back
and picks up cub 4 plus a piece of equipment and so on until all the
cubs have crossed the river. Those cubs on the bank should be
encouraged to cheer their team on.
17.10 DRIBBLE BALL
You will need:
* 1 ball and several skittles per team or six
Standing in teams, each person in turn dribbles the ball down the line
of skittles slalom fashion, either using their foot, a stick or a
washing up liquid bottle and then straight back to the next man in
their team. If a skittle is knocked over, the player has to return to
the start and begin again.
17.11 STACKING THE CANS
You will need:
* 6 tin cans or drinking chocolate tins with lids per team
Patrols or sixes stand in lines. They have to run to the end of the
hall in relay fashion and each one add a can to the stack. The winning
team is the first one back with a completed stack and all their team
standing to attention. You could add a variation to the game by
playing two teams at a time and have the other teams at the sides
throwing bean bags or dusters at the piles of cans. If you played this
variation then you would play against the clock to see which was the
fastest team.
17.12 TUNNEL BALL
You will need:
* A ball or balloon for each team
The teams stand at attention in lines, the front player in each team
has the ball. On the command 'GO' they spring their legs apart. The
player at the front passes the ball between their legs. The ball must
go between each players legs until it is picked up by the player at
the back. The back player then runs to the front and continues the
process until the original font player is back at the front. The
winning team is the one with all players standing at attention with
the ball at the front. If a ball breaks out from the line it must
start its journey through the tunnel again from the front. As an
alternative pass the ball from the back player through the tunnel to
the front.
17.13 WHEELBARROW RACE
Teams stand in lines at one end of the hall. On the command 'GO', the
front player gets down on his hands. The second player stands between
his legs and lifts his legs up to waist level. They now have to go as
fast as possible to the other end of the hall with the front player
walking with his hands and the rear player holding him up like a
wheelbarrow. When they reach the end of the hall the front player
stands up and the rear player runs back to the front of his team and
then becomes the front man of the new wheelbarrow. This process is
continued until the whole team are at the far end of the hall.
17.14 HIGHWAYMAN
You will need:
* A short length of lashing rope and a chair for each team
Teams stand in lines at one end of the hall. There is a wooden chair
with a bar back at the other end of the hall opposite each team. The
front player of each team has a length of rope in one hand. On the
command 'GO' the second player jumps onto the back of the front player
and they race piggy back style to the chair at the other end of the
hall. The player riding jumps down and ties one end of the rope around
the top bar of the chair using the highwaymans hitch. He then jumps
back on the other players back, pulls the end of the rope to free it
and they then race back to their team. The player who was the horse
goes to the back of the team and the player who was the rider now
becomes the horse or front player.
17.15 FIREMAN, SAVE MY CHILD
You will need:
* A drinking straw for each player
* simple paper cut-out of a child, this should be about 1 1/2 to 2
inches tall. The arms and legs should be about 1/2 an inch wide on the
figure
The game goes like this: The players are divided into two teams and
are formed into two lines. Each team has a pile of the cut-out
children on a table and a drinking straw for each player.
Approximately 15-20 feet away from the start, place a small pail for
each team on another table, chair, stool, or whatever.
At the call of "Fireman, save my child", the first player on each team
must pick up a child by sucking up the figure against their straw.
While holding the figure this way, they then run to their respective
pail and deposit their figure in the pail. If they drop the figure en
route, they must stop and pick up their child again, by getting down
on the floor and sucking it up with their straw. After putting their
child in the pail, they run back to the starting line, and the next
player picks up his child and repeats the process. The first team to
save all their children is the winner. Have enough figures so each
player gets at least two turns.
17.16 LAYERED CLOTHES
My Girl Scout troop really liked a game I threw together to teach them
about layered clothing. Gather a pile of assorted clothing, including
socks, shoes, hats, etc. Divide the clothing "evenly" into piles (i.e.
pair of pants in each pile, mittens in each pile, etc.). Make sure the
clothes are large enough that the outer layers can fit over the other
layers. Divide the group into teams. Divide the teams in half and
place one half near the pile of clothes, the other about 50 feet away.
At a signal, the first member of each team "dresses" in the clothing
of the pile and gallops the 50 feet to the other side, "undresses" and
another team member puts on the clothes. As long as there are no rocks
in the way, this game can be really fun to play (and watch!).

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